Hunter's Moon

Hunter's Moon is a total conversion PK3 created by William Miller (Zanieon) for Doom II. It is heavily inspired by ' and ', bringing over many of the playable characters and weapons from that game into the GZDoom engine. Hunter's Moon serves not only as a gameplay mod that can be played on any Doom II map, but it also comes with its own in-development campaign, currently consisting of ten maps.

Development for Hunter's Moon started in 2011, as a weapons mod entirely dedicated to bringing the Quake III arsenal to ZDoom-based ports, with no other changes. As the project's development continued, Zanieon announced, on February 17, 2012, the intention to turn it into a full fledged megawad with new levels and enemies, motivated by his wish to create a kind of single player experience to match the multiplayer content that Quake III offered. The first mappack version (containing just one new level) was released in 2015, and since then the campaign has been gradually expanded to include a total of ten maps (eight regular, plus a hub map and a training map), with more to come in future updates.

Due to the absence of any real single player-focused opposition in Quake III (as opposed to the monsters featured in the single player modes of Quake and ), Zanieon opted to utilize monsters largely from Doom 3, recreated in GZDoom using custom 3D models. Some monsters from other sources were also used, and once Doom (2016) came out, some monsters remade from that game were also included. Some content from ' and ' also appears in the form of pilotable vehicles and additional weapons.

The current version of the mod is 3.6.2, while the current version of the mappack is 0.5, as of June 10, 2023.

Levels

 * ONERHUB: Onerium's Portal Hub
 * HMTUTO: Training Grounds
 * HMDG01: Rarlocan Main Base
 * HMDG02: Glimpse of Dimensions
 * HMDG03: Path to Oblivion
 * HMDG04: Thunder Dread
 * HMDG05: Horsemen's Rest
 * HMDG06: Ritualistic Nature
 * HMTD01: Monoliths of Agora
 * HMTD02: Redosing

Soundtrack

 * ONERHUB:
 * HMTUTO:
 * HMDG01:
 * HMDG02:
 * HMDG03:
 * HMDG04:
 * HMDG05:
 * HMDG06:
 * HMTD01:
 * HMTD02:

Characters
Hunter's Moon features a roster of playable characters from ' and ', as well as one exclusive character made for the mod and the Doomslayer from Doom (2016). A full list is below:
 * Sarge (from Quake III Arena)
 * Doom (Doomguy from Arena)
 * Crash (from Arena)
 * Grunt ( character, from Arena)
 * Ranger (Quake protagonist, from Arena)
 * Visor (from Arena)
 * Bitterman ( protagonist, from Arena)
 * Major (from Arena)
 * Razor (from Arena)
 * Xaero (from Arena)
 * Hunter (from Arena)
 * Mynx (from Arena)
 * Hossman (from Arena)
 * Keel (from Arena)
 * Anarki (from Arena)
 * Slash (from Arena)
 * Bones (from Arena)
 * Orbb (from Arena)
 * Fritzkrieg (from Quake III: Team Arena)
 * Pi (from Team Arena)
 * Megan (from Team Arena)
 * Morgan (from Team Arena)
 * Doomslayer (from Doom (2016))
 * Klesk (from Arena)
 * Uriel (from Arena)
 * Tank Jr. (from Arena)
 * Sorlag (from Team Arena)
 * Tyzen (new character)

Monsters

 * Pistol Z-Sec:Based off the Z-Sec from Doom 3, this low tier enemies wields a pistol. A surprisingly fast moving enemy, it nonetheless has a low rate of fire and damage output. It has 50 hit points (thing type 16023).
 * Shotgun Z-Sec:Another Z-Sec zombie, this time wielding a shotgun. Similarly fast moving and slightly more dangerous, but still easily disposed of. It has 50 hit points (type 16024).
 * Chaingun commando:The high-tier chaingun commando from Doom 3, it has a high rate of fire with its chaingun. It has 70 hit points (type 65).
 * Imp:Similar to the Doom 3 version, but brown in color and with glowing red eyes. It fires a fast moving fireball and has a quick melee attack, but slow movement speed. It has 150 hit points (type 16000).
 * Astral rage:A strange demon, looking like a translucent silver humanoid. It initially appears harmless, simply emanating unintelligible chatter, but if fired upon, or if a weapon is fired in its proximity, it will move very fast and charge at the player, detonating on impact and dealing massive damage. It has 25 hit points (type 16022).
 * Vulgar:Based on the Doom 3: Resurrection of Evil version, the vulgar is similar to the imp, but moves by crawling and fires fast-moving green fireballs. It has 200 hit points (type 16004).
 * Wraith:Based on the Doom 3 version, the wraith is a slow moving melee enemy which, however, has the ability to instantly teleport to the player's position to inflict melee damage. It has 200 hit points (type 16005).
 * Maggot:Based on the Doom 3 version, these four-headed monstrosities crawl towards the player at moderate speed to inflict a powerful melee attack. It has 250 hit points (type 16006).
 * Lost soul:Based on the Doom 3 version, it is a mutated human face on a rocket contraption, which charges at the player at high speeds for damage, but otherwise moves slowly. It has 100 hit points (type 3006).
 * Forgotten:Based on the Forgotten One from Resurrection of Evil, it is a small floating skull engulfed in flames, which can charge at the player and change direction in mid-air. It has 50 hit points (type 16003).
 * Pinky:Based on the Doom 3 rendition, the pinky is a monstrous being with a large mouth and mechanical hind legs, dealing significant melee damage. It can jump off ledges and has 325 hit points (type 16001).
 * Spectre:This is identical to the pinky, except it has a black-ish, translucent, and featureless color. It has 325 hit points (type 16002).
 * Demon:Based on the Doom (2016) rendition, the demon is a bulky red and purple monster which chases after the player to inflict significant melee damage. Like the pinky, it can jump, but it has more hit points, at 500 (type 16016).
 * Cacodemon:Based on the Doom (2016) version, the cacodemon is a floating red demon with spikes on its body, a single green eye, and the ability to quickly fire a fast-moving purple fireball. It has 750 hit points (type 16007).
 * Pain elemental:This monster is based off the Doom 3 version of the cacodemon, but with added spikes on its head. It however behaves similarly to the pain elemental from Doom II, spitting out forgottens from its fiery mouth. It has 400 hit points (type 71).
 * Revenant:Based on the Doom 3 version, the revenant is fairly slow moving but it can fire small homing missiles at the player. It has a slashing attack if it gets into melee range, and has 300 hit points (type 66).
 * Bruiser:A custom enemy, looking like a bulky demon with twin plasma cannons, acting somewhat as Hunter's Moon equivalent of the arachnotron. It has 600 hit points (type 68).
 * Hell knight:Based off the Doom (2016) version, this large and fast moving demon can not only fire fast moving green fireballs, but can also leap at the player and perform a powerful stomping attack dealing splash damage. It has 1000 hit points (type 16009).
 * Mancubus:Based on the Doom 3 version, this hulking fat demon has a fireball launcher for each arm, and fires a continuous stream of fireballs when attacking. It will also try to smash the player with its launchers at melee range. It has 1000 hit points (type 67).
 * Helltime:Based on the Helltime Hunter from Resurrection of Evil, the Helltime is a large demon resembling a muscular floating torso. It has a powerful melee attack, but can also quickly throw a fast moving fireball, or alternatively throw its hands in the air to generate a much larger fireball and hurl it at the player, dealing blast damage. It has 1500 hit points (type 16008).
 * Baron of Hell:This tall, massive demon has a similar appearance to its Doom (2016) counterpart, but instead of throwing ranged fireballs, it carries a very large axe which deals devastating melee damage. It is very fast moving, and has 3000 hit points (type 3003).
 * Berzerk:Based on the Berserk Hunter from Resurrection of Evil, the berzerk is a very large demon with powerful mace-like arms that deal devastating melee damage. It is slow moving, but it can also fire homing yellow fireballs. It has 4000 hit points (type 16010).
 * Invul:Loosely based on the Invulnerability Hunter from Resurrection of Evil, the invul is a colossal demon carrying a giant mace. It is very fast moving, can leap great distances and can either use the mace or its own hooves to kick the player, dealing devastating damage. It has 4000 hit points (type 16011).
 * Arch-vile:The arch-vile is a pale humanoid based off its Doom 3 rendition. Not only is the arch-vile capable of quickly summoning a stream of flames towards the player at close ranges, but at medium range it also has an explosive magic attack similar in function to its Doom II counterpart. It has 800 hit points (type 16017).
 * Summoner:One of the most dangerous enemies in the mod, this monster is based off its Doom (2016) counterpart. Not only can it fire red fireballs at the player and teleport around, but it can also rise up in the air and summon red orbs that turn into demons on contact with the ground, potentially saturating an arena in seconds. It has 1250 hit points (type 16018).
 * Harvester:Another extremely dangerous enemy, the harvester can teleport around an arena and fires devastating attacks, including a trident energy attack which is hard to avoid and can steal some of your ammo, and a homing spectral hand that deals large amounts of damage and can steal portions of your inventory. It has 1600 hit points (type 16019).

Bosses

 * Cyberdemon:Based off the Doom 3 rendition, this extremely tall, cybernetically enhanced demon has a rocket launcher attached to its arm, with which it can fire missiles either single file or in a volley. It can also rocket jump to propel itself towards great heights, and is able to stomp the player at melee range with its cybernetic leg. It has 12500 hit points (thing type 16020).
 * Asmodeus:A colossal brain on a cybernetic chassis, the asmodeus is the mod's equivalent to the spider mastermind. It has two modes of attack: the first is to spin up its dual chainguns for an almost never ending hail of bullets, often continuing to fire even after the player has run for cover. It can additionally charge up an extremely powerful blue energy wave attack, which devastates anything in its path. It has 15000 hit points (type 7).
 * Balgaar:Another tall, agile demon, the balgaar is not cybernetically enhanced but instead is able to break apart rocks from the floor and use them as weapons. Besides hurling a large rock directly at the player, or smashing the ground with its large foot to generate a stalactite which is then slid towards the player, the balgaar can also use its fists to smash the floor to generate a shockwave, and jump around to gain a height advantage. It has 20000 hit points (type 16021).
 * Veridion:A massive, black-crested demon carrying a large scythe, Veridion is the first boss to be substantially tougher than the previous ones. Not only it can teleport around and crush the player with its scythe or massive limbs, it can also use a homing explosive attack similar to the arch-vile's, but much more powerful, as well as throw homing red fireballs, generate a dark energy wave that homes in on the player, and finally, it can charge up and then unleash a catastrophic purple energy wave that destroys anything around it. It has 30000 hit points (type 16013).
 * Ranieron:A similar boss as the previous one, but this time carrying a massive energy weapon instead of a scythe. Besides the familiar teleportation and homing red fireballs, it can also summon twin purple energy waves, cast another explosive attack on the player's position, fire massive grenades from its gun which in turn split into smaller grenades upon impact, and finally, it can use its weapon's primary fire to unleash a colossal energy attack. It has 30000 hit points (type 16015).
 * Veltanir:The tallest boss in the mod, Veltanir looks like a massive demonic knight in full armor, carrying an almost equally as large dual blade axe. Besides deadly melee attacks, it can launch a large homing fireball, swing its axe to generate a wave of fire on the ground, or smash the axe on the floor to spawn multiple waves of fire traveling in four directions. It can additionally generate a force field around itself to reduce damage taken temporarily. It has 200000 hit points (type 31000).
 * Mehanir: The largest boss in the mod, this colossal dragon can use its immense claws to generate lightning strikes, shoot homing spheres at the player, and generate homing waves of energy. It can also go into an enraged state, making it even more dangerous. It has 200000 hit points (type 31001).

Vehicles
The mod employs vehicles that can be driven by the player, coming from ' and '. These vehicles actually appear as items that can be found and picked up in the maps, seen as small holograms of the vehicle. After being deployed, the hologram will rapidly increase in size and then morph into the actual vehicle. Currently, three are implemented:
 * GEV heavy hover tank:Originally from Quake 4, the hover tank is a powerful all-purpose vehicle with medium speed and two main weapons: a disruptor wave cannon which fires a very fast moving projectile dealing a ton of damage to all targets, and a rapid fire heavy chaingun as the secondary armament. It has 2000 hit points (thing type 2026).
 * GEV walker:Originally from Quake 4, the GEV walker is an excellent assault vehicle, armed with a heavy rocket launcher capable of firing a volley of six missiles before needing to reload, while also being able to fire a large napalm bomb as its secondary fire. Alternatively, its armament can be switched to a heavy machinegun mounted above the cockpit. It has 3250 hit points (type 1701).
 * Cyclops heavywalker:Originally from Enemy Territory: Quake Wars, the Cyclops is a bulky and tall mech, armed with two large cannons. These can either fire powerful lasers (either one at a time, or two at once with a delay), or switch to powerful and rapid fire plasma blasters. The mech can also jump to great heights, and it has 4500 hit points (type 1700).

Weapons
Most of the weapons originate from ', but some are from ' and , and a few are original creations. Some of the weapons have an "ultimate fire mode" that has to be charged before using, but unleashes a devastating attack. Below is a full list of weapons:
 * Gauntlet:The melee weapon from Quake III, the gauntlet is a circular saw melee weapon with an attached taser. It deals a lot of damage but has no long-range capabilities. It is, however, the only weapon that does not alert monsters when it is being used.
 * Machinegun:The starting weapon from Quake III, the machinegun offers a good rate of fire and high ammunition cap, but low damage done by individual bullets. It is a very useful weapon against low tier enemies, but outmatched by most of the rest of the arsenal against tougher foes (thing type 5010).
 * Heavy machinegun:This weapon originates from Quake Live, and it is in most respects a vast improvement over the regular machinegun, with a much stronger rate of fire. It does, however, have a larger spread, making it somewhat more inaccurate at longer ranges compared to the regular machinegun (type 5017).
 * Shotgun:Based off its Quake III equivalent, the shotgun has a mediocre spread but very powerful attack, making it an ideal choice for close-quarters combat, and it notably fires much faster than its original inspiration. Its ultimate attack consists of a devastating attack that consumes 20 shells and is capable of vaporizing nearly every non-boss target when fired at point blank range (type 2001).
 * Grenade launcher:This weapon, similar to its Quake III equivalent, fires grenades at a slight arc, and as these bounce off walls before detonating, this can be useful to clear corridors or attacking enemies from a higher position. Its ultimate attack, at the cost of 15 ammo, fires ten grenades and also fires one huge grenade which upon detonating deals massive damage and releases multiple smaller grenades all around (type 82).
 * Rocket launcher:A common and powerful weapon much like its Quake III equivalent, the rocket launcher fires fast moving missiles that deal considerable damage to a target and also to nearby targets thanks to splash damage. Its ultimate attack, at the cost of 30 ammo, unleashes a powered rocket which, upon impact, causes a massive explosion that can destroy virtually any non-boss target, and even deals splash damage to enemies normally immune to it (type 2002).
 * Lightning gun:Another returning weapon from Quake III, the lightning gun unleashes a constant stream of electricity and is very effective at close ranges, but will not hit targets that are located further away, and has very rapid ammo consumption. Its ultimate attack, for the cost of 100 ammo, unleashes a giant electric bolt that damages anything around it for a set amount of time, ideal for chokepoints (type 2005).
 * Trakion cannon:Exclusive to the mod, the trakion cannon fires arced blue energy balls which, when hitting the ground, travel forward at high speeds while constantly generating lightning strikes from below, hitting anything in their path (type 5018).
 * Railgun:The familiar Quake III mainstay, the railgun has a mediocre rate of fire but its beam deals very high damage, has perfect accuracy and can pierce through multiple enemies, making it into the ideal sniper weapon. Its ultimate attack fires a much larger beam, at the cost of five ammo, which not only deals much higher damage but also deals splash damage to enemies near the beam (type 2003).
 * Plasma gun:Another returning Quake III weapon, the plasma gun is not dissimilar from its Doom counterpart, rapidly firing a stream of high velocity projectiles that deal significant damage to all targets, making it one of the better all-around weapons in the mod. Its ultimate attack, requiring 25 ammo, fires a very large plasma ball which seeks and pierces through as many targets as it can find, and also bounces off geometry until ten seconds have passed, after which it will explode violently and damage anything in its path (type 2004).
 * Dark matter gun:This weapon originates in Quake 4, and fires a special projectile causing gravitational anomalies: this projectile will damage and potentially destroy any monster in its path as it pierces through them and eventually collapse against level geometry, also damaging anything in its impact site in the process (type 3970).
 * BFG10k:Based on the namesake Quake III weapon, the BFG10k is one of the most devastating weapons in the mod's entire arsenal, firing extremely powerful projectiles at high speed to devastate tough enemies and hordes of monsters alike. The ultimate attack, at the cost of 40 ammo, fires a large BFG ball similar to the Doom counterpart which not only deals enough damage to kill a cyberdemon in one hit, but also deals devastating tracer damage similar to the original weapon (type 2006).
 * Cynetik striker cannon:Another unique weapon, and one of the most devastating in the player's arsenal, too. This weapon fires a large purple sphere which leaves behind rings as it travels forward. Upon hitting its destination, the projectile as well as all the rings it has left behind will explode, dealing massive damage and vaporizing virtually any non-boss enemy in its path. Thus, this weapon is best used in wide open areas to maximize damage (type 5013).
 * Chaingun:Returning from Quake III: Team Arena, the chaingun is an extremely potent weapon which will fire bullets at an extremely high speed with no wind up required, making it one of the most highly damaging weapons in the game. It does, however, consume ammo extremely quickly (type 5014).
 * Nailgun:Another weapon returning from Quake III: Team Arena, the nailgun is very effective at close ranges, firing ten piercing nails that are excellent at cutting away through multiple low tier enemies at once. The weapon is, however, considerably less effective at longer ranges, and has a slower rate of fire than the shotgun (type 5011).

Items

 * +5 health:A small, floating green cross adding five health points to the player's health bar, up to a maximum of 300% (thing type 2014).
 * 20 health:A floating blue cross in a sphere, this restores 20 health points, up to 100% (type 2011).
 * 40 health:A floating red cross in a sphere, this restores 40 health points, up to 100% (type 2011).
 * Megahealth:A large, floating sky blue cross, adding 100 health points to the player's health bar, up to a maximum of 300% (type 2011).
 * Armor shard: Adds five points of armor for the player, and respawns after 20 seconds (type 2015).
 * Combat armor: A floating yellow armor vest, giving 90% protection and 50 points of armor (type 2018).
 * Heavy armor:A floating red armor vest, giving 90% protection and 100 points of armor (type 2019).
 * Dense armor:A floating purple armor vest, giving 100% protection and 100 points of armor (type 900).
 * Backpack:Just like its Doom counterpart, this floating green backpack will replenish some ammo for all the player's weapons, and also double the player's ammo capacity (type 8).
 * Hazard protection:A floating, yellow hazard symbol, picking it up greatly reduces the damage dealt by enemies to the player, and also nullifies most of the damage taken from damaging floors and other such environmental dangers (type 2025).
 * Regeneration:Similar to the  powerup, it restores 15 health points every second for a duration of 60 seconds: however, on top of that, it also restores 10 armor points every second. Upon the player's health reaching 100, the rate of health increase drops to 5 (type 2024).
 * Quad damage:The iconic powerup from the Quake series, quad damage multiplies all the damage dealt by the player's attacks by four, for a duration of 30 seconds (type 2023).
 * Orbital Elemental Deconstruction Beam:Also shortened to OEDB, this small and unassuming item can be deployed to designate a target area for destruction by a colossal orbital beam. After a countdown, the beam will pulverize virtually anything in the target radius, making it, except for its lesser effectiveness against certain bosses, the strongest attack in the game (type 83).
 * Life binder:This life binder, looking like a floating ankh in a sphere, is able to prevent a player's death right before dying. If a player is holding this inventory, instead of dying, they will be resurrected in a gigantic explosion, wiping out most nearby enemies, and will have a substantial amount of their ammo refilled, allowing them to get back into the fray (type 2022).